Block count is fairly high, but not insane. It does cause a little FPS slow-down once deployed at the R&D origin point. However, a lot of this is from the build beam lights on the 4 arms...

It manifest a couple of the tech splitting bugs, but nothing show stopping - it will work OK with them now and after they are fixed:

(1) The arms are obviously re-oriented from they original build grid, but the cabs are the right way up once deployed, so the beams merely hold the arms in place.

(2) The conveyor directions on the arms get scrambled. Most of them are reversed. This is a shame, but probably won't be noticed by players, as the collectors/receivers on the ends are almost too high off the ground to pick up anything.

These conveyors were carefully constructed in the correct order - to flow towards the first placed conveyor blocks, closest to the centre, so they should work correctly once the scrambling bug is fixed. (I could make a version without arm conveyors, if called for.)

Breaker of Games

I've been back through the thread to collect all the techs. I've looked over them again and selected the most definitive versions, where there have been multiple iterations. I'll be sending them to @zanzistar directly.

I've split them into the two categories (and added advisory notes to them where appropriate):

Breaker of Games

I've been trying to test our new mission techs a little (save attached). I've seen a small selection at level 5, so far (mostly mine, Rooster's and some old ones, repeatedly - not sure of the selection criterion).

"ZG CFS GodZilla Lv4" - a shielded version of my ultimate crafting guide tech. I even fixed a minor issue it had with bypassing resources (when two chunks tried to enter a Component Factory or Fabricator at the same time), thanks for @DerNiepe's observation, on another tech.